Katrina

Most of the Rescue clan are very rational people who swear by modern medicine. Nonetheless they cannot deny that, by simply placing her hands on people, Katrina can cure illnesses that science barely understands. And if you really wind her up, she can project this energy in a particularly effective way!

First evolution of the 2 different evolutions of this character :

The battle between the clans has plunged Clint City into total chaos, and with all the emergency and Rescue services stretched to breaking point, the city's residents are alone and unprotected. Outraged by this desperate situation, Kerry has decided to create a clan of elite Rescue workers. Ready for anything to achieve their mission, they won’t think twice about wiping out anyone who gets in their way.

The first time I had a top1 comment the UR staff erased it.
There were no bad words, I didn´t say anything bad about other players and I didn´t ofend anyone.
So could you explain why my comments are ALWAYS erased but some other people can say whatever they want and nothing gets erased?
Why do I even bother?

Does anyone else think that Rescue really needs a pill manipulator? Does anyone else think that Rescue needs a replacement for Elvira since she was the only pure SOA of Rescue? Well, I don't think staff will give us our SOA back, but what they COULD do in the mean time is give Rescue a three star pill manipulator, something like a 8/2 or 7/3 -/+ 2 pillz OR maybe even a defeat card like a 7/3 or 6/4 defeat: -/+ 1 pillz or a 7/2 or 6/3 defeat: -/+ 2 pillz. I honestly feel like these would be excellent new Rescue cards that wouldn't be too overpowered, maybe the defeat: +/- 2 pillz cards are asking a bit too much, but if Junkz can have a card like Tremorh, I think that Rescue should be able to have a similar card with slightly lower base stats. That's enough of my rant. Hopefully this will get rated up enough so others can see. Thanks for taking the time to read this guys.

This card isn't so bad and she definitely has more purpose than Travis Ld that everyone so blindly admires. Her main focus is DR cards and when you think about it most people don't put many pillz into a DR.

Pros:
-Obviously, 5 protected damage.
-Is good at calling bluffs, especially no-pill DRs.
-Will also make your opponent think twice before going first with DRs, for some mindgames to your advantage
-a free or low-cost win with Katrina (with the Rescue bonus) will open up an opportunity for KO combos with characters such as Reeve, Sledg, Cliff and Ghoub (as well as furied Aurora, Hax and Campbell among others outside of elo)
-Can create unexpected KOs by high-pilling, maybe even with fury. 7-damage with a 2* is great.
-Can be used to bluff, although most other Rescue characters do it better. at 4+12 = 16 attack, she can hold off 2-pilled 8 power opponents.
-Not affected by SoA if it's not paired with DR.

Cons:
-Terrible power (duh). 4 power is really bad. This is somewhat remedied by the Rescue bonus in low-pill fights, but 4 power is still terrible.
-SoB will destroy her. Without her +12 atk, she's as good as dead, as the only thing she has is 4 power... although you could go for a surprise furied KO once you've got your opponents thinking that, it's still difficult. The same goes for opponent's atk manipulation characters, as well as - opp power characters to a certain degree.
-IMO, she has very tough competition from every other 2* in the Rescue clan

Conclusion: Although Katrina has some niche uses with a scary damage of 5, 4 power just really doesn't cut it. She is able to do all the things a regular Rescue could -- bluff and suck away at the opponent's pills, and be able to win low-pill fights easily, but, pretty much every other 2* has MORE utility as it is much easier for them to actually win a battle. While we have Krash, Sue, and Steve, she will find very few chances to shine in an environment that is filled with high-power cards, powerful attack manipulation, and two SoB clans.

Are we all looking at the same card right now??Katrina is a beast (AND NO I AM NOT BEING SARCASTIC!!)
So let me give you the run down on how to use her:
She has a base of 4 power and protected 5 damage. So with her bonus she becomes 16 attack no pillz.
This means most cards will have to pill atleast 1 or 2 pillz. Most people expect her to lose due to her low power, but if you toss on a pill or two she gets the upper hand and deals that wonderful 5 damage. She can KO with a good amount of her clan furied and un-furied. I think people underestimate her and that can be used to get an easy 5 damage.
Guys she is only 2*! That means you can't go wrong with her, not to mention some of the so called "better" 2* cards are banned often and can be quite pricey.

It's no use trying to justify playing a card like this. If you manage to land this card at any point of the game, then you either over-pilled or your opponent just didn't care. Yes, with her bonus, she has attack power but, not very much. Let's say you DID decide to put 3-pillz on her; you have a whopping 28-attack. That's equivalent to a 3-pillz on a 7-power card with no attack manipulation. Idealistically, yes, you would think you could force an opponent to play pillz against your 2* saving your better cards for the next rounds. Well, if he has... SoB, you're screwed... attack manipulation, screwed... poison, screwed... +life, screwed... +pillz, screwed... not to mention whatever dr's he has for the 3rd or 4th round. My point is Katrina's design is flawed. She's like letting someone hit you for free with no repercussion other than the few pillz I spent to get my ability (especially +life/poison/+pillz) and damage through. If you're not a beginner, avoid Katrina.